Barry M. Katz
- Published in print:
- 2015
- Published Online:
- May 2016
- ISBN:
- 9780262029636
- eISBN:
- 9780262330923
- Item type:
- chapter
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262029636.003.0002
- Subject:
- Business and Management, Business History
Design surely had a role in shaping the computer, but far more important was the role of the computer in shaping design. This chapter studies the involvement of designers at two labs that formed the ...
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Design surely had a role in shaping the computer, but far more important was the role of the computer in shaping design. This chapter studies the involvement of designers at two labs that formed the research core of the Silicon Valley environment: the Stanford Research Institute in Menlo Park, and the Xerox Corporation’s Palo Alto Research Center. At SRI Douglas Engelbart established the Augmentation Research Center where, in a hitherto undisclosed collaboration with Robert Propst of the Herman Miller furniture company, he developed a set of tools intended to enable geographically dispersed teams to collaborate across time and space. It follows the fledgling design community to Xerox PARC, where it contributed to the development of the first computer workstation, and concludes by studying its role in the first of the market-oriented Silicon Valley technology startups.Less
Design surely had a role in shaping the computer, but far more important was the role of the computer in shaping design. This chapter studies the involvement of designers at two labs that formed the research core of the Silicon Valley environment: the Stanford Research Institute in Menlo Park, and the Xerox Corporation’s Palo Alto Research Center. At SRI Douglas Engelbart established the Augmentation Research Center where, in a hitherto undisclosed collaboration with Robert Propst of the Herman Miller furniture company, he developed a set of tools intended to enable geographically dispersed teams to collaborate across time and space. It follows the fledgling design community to Xerox PARC, where it contributed to the development of the first computer workstation, and concludes by studying its role in the first of the market-oriented Silicon Valley technology startups.
Barry M. Katz
- Published in print:
- 2015
- Published Online:
- May 2016
- ISBN:
- 9780262029636
- eISBN:
- 9780262330923
- Item type:
- chapter
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262029636.003.0004
- Subject:
- Business and Management, Business History
During the 1980s and ’90s consultancies including IDEO, frogdesign, and Lunar Design grew rapidly and had begun to turn the San Francisco Bay Area from a negligible presence in the design world into ...
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During the 1980s and ’90s consultancies including IDEO, frogdesign, and Lunar Design grew rapidly and had begun to turn the San Francisco Bay Area from a negligible presence in the design world into its global epicenter. Nourished by contracts from newly-established tech companies they extended their reach, formalized their methodologies, and ventured into a growing number of industries and disciplines. “Game Design” grew out of the anarchic culture of Atari; “Multimedia Design” took shape at Apple; and “Interaction Design” emerged out of the forced cohabitation of software engineers, computer scientists, graphic artists, and a growing coterie of people trained in the cognitive and behavioral sciences. This chapter examines the specific nature of design practice as it evolved to meet the challenges not just of new products, but whole new product categories.Less
During the 1980s and ’90s consultancies including IDEO, frogdesign, and Lunar Design grew rapidly and had begun to turn the San Francisco Bay Area from a negligible presence in the design world into its global epicenter. Nourished by contracts from newly-established tech companies they extended their reach, formalized their methodologies, and ventured into a growing number of industries and disciplines. “Game Design” grew out of the anarchic culture of Atari; “Multimedia Design” took shape at Apple; and “Interaction Design” emerged out of the forced cohabitation of software engineers, computer scientists, graphic artists, and a growing coterie of people trained in the cognitive and behavioral sciences. This chapter examines the specific nature of design practice as it evolved to meet the challenges not just of new products, but whole new product categories.
Markus Krajewski
- Published in print:
- 2018
- Published Online:
- May 2019
- ISBN:
- 9780300180817
- eISBN:
- 9780300186802
- Item type:
- chapter
- Publisher:
- Yale University Press
- DOI:
- 10.12987/yale/9780300180817.003.0007
- Subject:
- Society and Culture, Media Studies
This chapter considers the forms subalterns assume under the conditions of advanced technology. As servers, demons, or other virtual creatures, they work without being seen or ever taking a break. By ...
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This chapter considers the forms subalterns assume under the conditions of advanced technology. As servers, demons, or other virtual creatures, they work without being seen or ever taking a break. By means of a comparative analysis of early computing systems, the mainframes, and the first machines from the age of personal computers, the discussion focuses on the conceptual and historical transfer from servant to server. The analysis is based on fieldwork conducted in California in the 1970s, when researchers at the legendary Xerox PARC center took a closer look at the conditions of formation of electronic services. What defines the communicative structure of the Internet was a specific informational architecture, the so-called client-server principle, developed in Silicon Valley after 1973.Less
This chapter considers the forms subalterns assume under the conditions of advanced technology. As servers, demons, or other virtual creatures, they work without being seen or ever taking a break. By means of a comparative analysis of early computing systems, the mainframes, and the first machines from the age of personal computers, the discussion focuses on the conceptual and historical transfer from servant to server. The analysis is based on fieldwork conducted in California in the 1970s, when researchers at the legendary Xerox PARC center took a closer look at the conditions of formation of electronic services. What defines the communicative structure of the Internet was a specific informational architecture, the so-called client-server principle, developed in Silicon Valley after 1973.
Paul Dourish and Genevieve Bell
- Published in print:
- 2011
- Published Online:
- August 2013
- ISBN:
- 9780262015554
- eISBN:
- 9780262295345
- Item type:
- book
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262015554.001.0001
- Subject:
- Computer Science, Programming Languages
Ubiquitous computing (or ubicomp) is the label for a “third wave” of computing technologies. Following the eras of the mainframe computer and the desktop PC, it is characterized by small and powerful ...
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Ubiquitous computing (or ubicomp) is the label for a “third wave” of computing technologies. Following the eras of the mainframe computer and the desktop PC, it is characterized by small and powerful computing devices that are worn, carried, or embedded in the world around us. The ubicomp research agenda originated at Xerox PARC in the late 1980s; these days, some form of that vision is a reality for the millions of users of Internet-enabled phones, GPS devices, wireless networks, and “smart” domestic appliances. This book explores the vision that has driven the ubiquitous computing research program and the contemporary practices which have emerged—both the motivating mythology and the everyday messiness of lived experience. Reflecting the interdisciplinary nature of the authors’ collaboration, it takes seriously the need to understand ubicomp not only technically but also culturally, socially, politically, and economically. The authors map the terrain of contemporary ubiquitous computing, in the research community and in daily life; explore dominant narratives in ubicomp around such topics as infrastructure, mobility, privacy, and domesticity; and suggest directions for future investigation, particularly with respect to methodology and conceptual foundations.Less
Ubiquitous computing (or ubicomp) is the label for a “third wave” of computing technologies. Following the eras of the mainframe computer and the desktop PC, it is characterized by small and powerful computing devices that are worn, carried, or embedded in the world around us. The ubicomp research agenda originated at Xerox PARC in the late 1980s; these days, some form of that vision is a reality for the millions of users of Internet-enabled phones, GPS devices, wireless networks, and “smart” domestic appliances. This book explores the vision that has driven the ubiquitous computing research program and the contemporary practices which have emerged—both the motivating mythology and the everyday messiness of lived experience. Reflecting the interdisciplinary nature of the authors’ collaboration, it takes seriously the need to understand ubicomp not only technically but also culturally, socially, politically, and economically. The authors map the terrain of contemporary ubiquitous computing, in the research community and in daily life; explore dominant narratives in ubicomp around such topics as infrastructure, mobility, privacy, and domesticity; and suggest directions for future investigation, particularly with respect to methodology and conceptual foundations.